Fix this to make the game more accessible instead of oversimplifying everything
As many people have mentioned before, it is really concerning how the game is being oversimplified to achieve better accessibility for new players.
Increasing accessibility is a good thing, but I think you are overlooking some very important points.
Currently, you are removing complexity (no ingots) and flattening the gameplay (backpack building). This doesn’t make the game easier - it just makes it boring.
Instead of removing core features and adding "cheaty" mechanics, the focus should be on fixing the fundamental flaws that SE has.
Here are some examples of what is actually critical, in my opinion:
1. The ore detector is a bad game mechanic
Flying around aimlessly, hoping to stumble upon the right deposit with a very limited scan range, is tedious.
Suggestion:
Make the scanner cover a much larger area (maybe with a single "ping" like in Satisfactory).
Then the player knows where to go and only has to manage the travel and the actual mining.
2. New players are lacking suitable blueprints
If you want to mine or transport things, you currently have to build the grids from scratch or browse the Workshop.
This can be overwhelming and interrupts the game flow.
Suggestion:
Add a basic library with "elementary" blueprints to give new players a functional starting point.
3. It’s hard to know what’s going on with your grid
How many items are in all your containers combined?
What’s in the production queue of your 10 assemblers?
What’s the total energy status of all your batteries?
Suggestion:
Add proper overview dashboards and statistics panels that aggregate information across all blocks of a specific type.
4. Item management is way too fiddly
There is too much micromanagement when transferring items between grids or player and grid.
The horror: Filling up a welding ship that has dozens of containers from a base that also has dozens of containers.
It’s also repetitive to manually restart the production of components you use constantly.
Suggestion:
Add a unified inventory view that sums up all inventories and allows for seamless transfers.
Add configurable "transfer jobs" to fill grid wide stock levels with a single button press.
Let players set thresholds so assemblers automatically produce missing items.
5. Controlling a grid with many functions/axes is very hard
Take a crane as an example: controlling all pistons and rotors via the toolbar is cumbersome.
Suggestion:
Add configurable grid controls to bind block actions directly to the keyboard or mouse.
Example: Mouse X = Rotor 1, Mouse Y = Piston 1, W/S = Piston 2, Space/C = Hinge 1, etc.
And so on...
These are common SE problems that almost every player faces in a playthrough.
In SE1, I personally use mods and scripts to solve these issues, and if necessary, I’ll do the same in SE2.
But for new players, these things can be frustrating and game-breaking. SE2 should do a better job here.
I don’t think anybody is overwhelmed by ingots, but they are surely overwhelmed by the issues I mentioned above ;)
I like this feedback
I totally agree with this with the exception of unified storage units. Maybe giving both option to player would be better as I personally enjoy organizing ingots, ores, components, tools into their own specific storage containers with sorters so the trading of mine is more clear instead of bulk carrying. Other than that I'm disappointed how the developers aimlessly splitting their focus into new and ARCADE features such as making ores in our pockets enough to build stuff without ingots and components while forgetting what made first game fun. Even most of the basic settings doesn't exist in second game that first game received way earlier.
I totally agree with this with the exception of unified storage units. Maybe giving both option to player would be better as I personally enjoy organizing ingots, ores, components, tools into their own specific storage containers with sorters so the trading of mine is more clear instead of bulk carrying. Other than that I'm disappointed how the developers aimlessly splitting their focus into new and ARCADE features such as making ores in our pockets enough to build stuff without ingots and components while forgetting what made first game fun. Even most of the basic settings doesn't exist in second game that first game received way earlier.
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